CfgVehicles Config Reference – Talk

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Revision as of 19:16, 20 July 2006 by Raedor (talk | contribs)
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hiddenselections

I'd write something like this:

"Here you can define selections on the model whose textures can be changed during the game with the command setObjectTexture. The index in this array is the selection number for the setObjectTexture command."

The medic does not have the selection {medic} as it is already textured there (the red cross). For example take a model of your choice with hiddenselection, so eg an East BMP and write this in its init line: this setObjectTexture [0, "\data\duha.pac"] and now you'll see the selection pruh in some nice colours... :) you can check it in the model with odol/o2, the marked selection is named pruh ;)

--

nice.

just go for it Raedor, any and all help appreciated. The context is so big, i'm wading knee deep just trying to flesh a skeleton out. Afaik, there's no documention of this type *anywhwere*, so here is a good start (tm)

--ook? 15:22, 3 July 2006 (CEST)

Okay. :)

--Raedor 16:46, 4 July 2006 (CEST)

I think that you left out the most obvious thing about hidden selections: They're not shown, until you set the object texture. So I'd rephrase it like that:
"Here you can define selections on the model, which are not shown at mission startup. This is usefull for creating variations of one model, where the different selections are left out with hiddenSelections. (ex: Soldiers have the hidden selection "medic", as they should not have a red cross at their body):
Aside from this, the hidden selections are used for runtime texture assignment. Every element in the hidden selection-array corresponds to an index, with the first element being 0.
BMP Example...
Additionally, we should write, that every hidden selection has to be put in the model's CfgModel-class, otherwise it can't be used.
--Vektorboson 14:24, 20 July 2006 (CEST)
That's why it is a Wiki ;-) Feel free to edit, as long as you do some reasonable stuff there. And please indent answers, makes things a bit easier to read. --hardrock 19:18, 20 July 2006 (CEST)
No, if the selection has a texture in O2, you don't have to specifically set one, it'll show up. You also can use hidden selections without a CfgModels entry, but only if you do not binarize the modell. But hardrock is right, just chang the stuff... ;) --raedor 20:16, 20 July 2006 (CEST)

Move entries

I know it's been a lot of work already, but wouldn't it do good if, with help of others, we'd move all the entries into single entries so this resembles a bit the Scripting Commands Reference? I think that would do good for the clarity and would also be easier to manage...

--hardrock 11:45, 5 July 2006 (CEST)

Initially that was my thought also.
I originally just started to flesh out the skeleton of each token in my sandbox. with the intention later of breaking it into different pages.
but the more i worked on it, the more i began to *really like* how it was presenting.
a very large number of #crosslinks exist to various related names and (i believe) a user would get frustrated with new pages loading all the time.
Maybe not, and certainly, i'm not fussed over it. I like it as it is, if others, such as yourself, prefer to break it down, then, by all means...
--ook? 06:39, 7 July 2006 (CEST)

Structure of the reference

I think the current structure of this reference is misleading. It is not always possible to destribe configs like you describe scripting commands, i.e. based on the entry name. There can exists entries with the same name in different config location, having different meaning. The config structure is object oriented, with inheritace, and I doubt in can be described well without reflecting this.

It would be more correct (and perhaps even more pratical) to organize config documentation based on config structure, like:

Section describing CfgVehicles

Vehicle config

class Transport .. describe what entries go here,


Car config

class SomeCar

.. describe what entries go here, .. note that all entries valid for transport apply here

--Suma 10:30, 14 July 2006 (CEST)

Re-Organise

I take your point that I've presented this subject more as token names == verbs, as if they were unique things.

I have encountered very very few names that are duplicated in context. Instead, where an unusual name has occurred, I've mentioned it in context to where it might be found (tankturret eg)

The problem I have with what you suggest above is people might just as well read the config.cpp, since bottom line there, it's likely to be far more accurate than the typos introduced here !

Even as it stands now, people will find this an invaluable reference to what on earth a cost=, or a VehicleClass= actually is and does.


Human nature being what it is, they wont want to read the blurb on Turrets and their characteristics, they want to go directly to the name that's offending them so much. icon= eg, and how to use it.

Having said all that, this reference really is (only) about CfgVehicles, to put any more in here about CfgWeapons (eg) would be silly. So, I do take your point, well.

Pehaps best compromise is to open this document out, to variously describe each of the major CfgXYZ's in separate documents, and not specifically treat this index as being all-things-config.

Sounds reasonable.
I suggest:
  • move this page to CfgVehicles Config Reference
  • remove general talk about config.cpp ..., as this belongs to corresponding general topics, not here
I will do the first step immediatelty. Feel free to follow with the 2nd when convenient for you.
--Suma 13:28, 14 July 2006 (CEST)

Integer / float

In many cases the value is denoted as integer here, even if it is in fact read and understood as float by the engine. As a rule, integer is only used where integral type is dictated by the nature of the problem (like when giving count of something), otherwise float is used. (You should not be confused by the fact the values are often encoded as integer in the main config.bin - you explained this very well in [TokenNameValueTypes]. --Suma 09:39, 18 July 2006 (CEST)